3dsmax

3ds Max .NET SDK and creating reference maker

瘦欲@ 提交于 2019-12-11 02:33:47
问题 I have .Net DLL for Max with ui, and I want to react to parameter changes of some nodes in the viewport. The easiest solution that came up to me, was to create ReferenceMaker plugin and set reference for node I want to watch. According to the documentation it should be public class ReferenceListener : Autodesk.Max.Plugins.ReferenceMaker{ ... } But when I create new instance of this class and try to set reference, it crashes on "Object reference not set to an instance of an object." When I try

How to implement zoom towards mouse like in 3dsMax?

吃可爱长大的小学妹 提交于 2019-12-08 02:29:33
问题 I'm trying to mimick the 3dsmax behaviour when you zoom in/out by moving the mouse wheel. In 3ds max this zooming will be towards the mouse position. So far I've come up with this little mcve: import math from ctypes import c_void_p import numpy as np from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * from glm import * class Camera(): def __init__( self, eye=None, target=None, up=None, fov=None, near=0.1, far=100000, **kwargs ): self.eye = vec3(eye) or vec3(0, 0, 1)

Unity rotation convertion

坚强是说给别人听的谎言 提交于 2019-12-07 17:13:49
问题 It is well known that Unity use left-handed,Y-up,ZXY order,but other 3dsoftwares not. I find how Unity convert 3dsmax rotation angle(right-handed,Y-up,XYZ order): Vector3 ConvertXYZToZXY(Vector3 angleXYZ) { Vector3 rightHanded = new Vector3(angleXYZ.x, -angleXYZ.y, -angleXYZ.z); Quaternion qx = Quaternion.AngleAxis(rightHanded.x, Vector3.right); Quaternion qy = Quaternion.AngleAxis(rightHanded.y, Vector3.up); Quaternion qz = Quaternion.AngleAxis(rightHanded.z, Vector3.forward); Quaternion

How to implement zoom towards mouse like in 3dsMax?

本秂侑毒 提交于 2019-12-06 07:31:21
I'm trying to mimick the 3dsmax behaviour when you zoom in/out by moving the mouse wheel. In 3ds max this zooming will be towards the mouse position. So far I've come up with this little mcve: import math from ctypes import c_void_p import numpy as np from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * from glm import * class Camera(): def __init__( self, eye=None, target=None, up=None, fov=None, near=0.1, far=100000, **kwargs ): self.eye = vec3(eye) or vec3(0, 0, 1) self.target = vec3(target) or vec3(0, 0, 0) self.up = vec3(up) or vec3(0, 1, 0) self.original_up = vec3

Unity rotation convertion

本秂侑毒 提交于 2019-12-05 19:42:15
It is well known that Unity use left-handed,Y-up,ZXY order,but other 3dsoftwares not. I find how Unity convert 3dsmax rotation angle(right-handed,Y-up,XYZ order): Vector3 ConvertXYZToZXY(Vector3 angleXYZ) { Vector3 rightHanded = new Vector3(angleXYZ.x, -angleXYZ.y, -angleXYZ.z); Quaternion qx = Quaternion.AngleAxis(rightHanded.x, Vector3.right); Quaternion qy = Quaternion.AngleAxis(rightHanded.y, Vector3.up); Quaternion qz = Quaternion.AngleAxis(rightHanded.z, Vector3.forward); Quaternion result = qz * qy * qx; return result.eulerAngles; } But I am stuck how to Convert Unity Euler to 3dsmax's.

Should I parse git status or use gitsharp?

烂漫一生 提交于 2019-12-04 09:15:01
I'd like to integrate git into production pipeline to stage 3dsmax files. While it is alright to work with git through TortoiseGit, I'd like to communicate with it from the Maxscript to add custom menu commands to 3dsmax. Should I parse git status output text to determine folder status or should I use some wrapping tool to correctly communicate with git? I was thinking about gitsharp since it is easy to call dotNet objects from Maxscript, but I didn't use external dotNet programs. My own attempt to solve this resulted in parsing git status. Seems cleaner and easier to implement. On the other

Import model from 3dStudioMax into THREE.js

…衆ロ難τιáo~ 提交于 2019-12-02 17:42:34
I know that THREE.js has importers from various 3d graphics formats. Is there an importer suitable to display a model created in 3dStudioMax? And if there is not one, is there a way to convert a 3dStudioMax model in something that can be imported in THREE.js? Below is a MAXScript script that will convert a selected object's mesh into JSON. At the time of this post, it was available in the SVN of the 3ds Max developer community at Google code hosting. tmesh = snapshotAsMesh selection[1] out_file = createfile "$scripts\\output.json num_faces = tmesh.numfaces num_verts = tmesh.numverts fn

how can i have the full control on my 3D human model?

佐手、 提交于 2019-12-01 14:58:02
I'm working on a project that i use a 3D human model made by makehuman and i want to interacting with it ( changing some feature like: height, width, leg long, etc..) i.e. full control. so i want to ask how can i do this in order to make some changes on the model features and then export it automatically(with code not using the tool) ??? All that can be done by Python scripting 来源: https://stackoverflow.com/questions/5570727/how-can-i-have-the-full-control-on-my-3d-human-model

how can i have the full control on my 3D human model?

眉间皱痕 提交于 2019-12-01 12:14:57
问题 I'm working on a project that i use a 3D human model made by makehuman and i want to interacting with it ( changing some feature like: height, width, leg long, etc..) i.e. full control. so i want to ask how can i do this in order to make some changes on the model features and then export it automatically(with code not using the tool) ??? 回答1: All that can be done by Python scripting 来源: https://stackoverflow.com/questions/5570727/how-can-i-have-the-full-control-on-my-3d-human-model

Use a 32-bit assembly in 64-bit environment

故事扮演 提交于 2019-12-01 08:54:59
I am trying to integrate DevIL.NET into 3ds Max to automatically convert my images to a single format. To do so, I created a class library in C# that accepts a string and returns the new file path public static class FileConverter { public static string ConvertFile(string _sOriginal) { // Load the file, save the file, return the new filepath } } The project is referencing to DevIL.NET, which is a 32-bit build. My application is a 64-bit build and gives a BadImageFormatException . Saying that "it" is not a valid Win32 application. I have already tried to make my application 32-bit by adding an